@isabelboyd @VancouverAqua aahhhhhhhh <3 (Today)

@adventureface the eternal spirit of macho man randy savage watches over you (Today)

@infinite_ammo @MattThorson nooo it okay don't be anxiety t.co/9StKYrUHWu (Yesterday)

@amora_b @Chris_Rock @konjak AND THIS! t.co/MNY5O1dEsg (Yesterday)

@phubans consider yourself training in 100x gravity (Yesterday)

Coin Crypt is out on Steam now and you should def check out that hotness t.co/c9I5QnxS5Q (Yesterday)

@infinite_ammo @TommyRefenes @BeeMickSee and then eventually mr plinkett will review a movie that we're all in #endgame (Yesterday)

@BeeMickSee @TommyRefenes @infinite_ammo YES INFINITY WARS IS HAPPENING 2 MOVIES FUUUUUUCK (Yesterday)

@infinite_ammo Hahah this is like the opposite of how I feel about all of these movies. * o * (Yesterday)

@aeiowu being greg wohlwend (2 days ago)

@Megazell UHHH Kind of a heavy question to answer in 140 chars. If you want any specific advice feel free to email me hi@kpulv.com (2 days ago)

RT @cmuratori: Watching this again and getting depressed thinking about how "well designed" computing makes people less capable: t.c… (2 days ago)

RT @mwegner: Neat solution for combining menus and tutorials for local multi games: t.co/6BBHXeg3zN (via @MattRix) (2 days ago)

@amora_b @konjak what about THIS t.co/L0pgSe54YM (2 days ago)

@rabbit_nabokov are you on gchats or something? I can help better with real time talking. (2 days ago)

@rabbit_nabokov Hmm, looks like they might be in GLSL? t.co/ar7nSCxkaH which is what I use for Otter. I think I can do this :O (2 days ago)

@rabbit_nabokov Can you use shaders? Depending on what language, I might be able to help :O (2 days ago)

RT @getdizzzy: new bbblog post: announcing the indie circuit again: t.co/uJLXyyoZae (3 days ago)

@kertgartner oops I mean lighting but I'll leave that tweet because it's funny (3 days ago)

@kertgartner dang who needs lightning when you have after effects :O (3 days ago)

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2014 - 10 - 29 / 2:45 pm / doodle

Doodle Post

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2014 - 10 - 27 / 7:38 pm / general

Dev Log: Snakes and Skeletons

Dev Log: Snakes and Skeletons

The struggle of building creatures out of skeletons and bones continues this week as I try to finish up a Snake class for Otter! One of my other goals with enemies is to be able to construct enemies out of "snakes" of entities. Basically have a series of pieces all following the next piece like a slithering snake.

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I already had the ground work for this laid out last week, but today I dug into it some more so that I could actually have each piece of the snake be an entity with a skeleton. Now I can build crazy enemies and objects out of snakes composed of skeletons all animating! The next step is going to be going back to the game project itself and plugging some of this stuff in, as well as cleaning up the code as much as I can in order to have it be useful for people other than me.

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2014 - 10 - 25 / 3:55 am / doodle

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2014 - 10 - 24 / 9:44 pm / general

Dev Log: More Skeletons!

Dev Log: More Skeletons!

This past week has been spent working on some Otter technology for implementing my own skeleton and bone systems.

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But Kyle why aren't you using Flash or Spine or Spriter or some other way to implement bone animation!?

Well in regards to flash, I've seen what is necessary for writing a flash file interpreter and I am totally not interested in going down that path at all. Flash is already a giant pain to use for just frame by frame animation, and I've used to create animations way back in my flash cartoon days of college, and that is something I don't want to relive. I wish Flash got an overhaul in regards to its UX, but that'll never happen, so I don't want to rely on it.

In regards to Spine and Spriter, I already use Spine for pure art based skeletons. The thing about Spine is that I actually cannot include the Spine runtime for Otter by default -- it has to live in a separate repository. This is because it is a violation of the Spine license to distribute the runtime to users who may not have purchased the full version of Spine. That is the main issue there, and also I have no idea how to use the Spine skeletons for what I want to do, nor do I know how to create Spine skeletons on the fly at runtime. I would use Spriter, but so far I have not seen any C# runtimes or APIs that don't have major issues.

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I ended up just creating my own since I felt that takes less time than learning how to use another tool, and since I have a very simple use case for this I can just jam out my own solution in a relatively quick time. I don't have any need for complicated animation files or animation blending or anything like that. This system is mostly designed to manipulate Entities in Otter, so that I can create big bad enemies built out of multiple pieces.

Also it may end up being the case that these enemies will be created at run time procedurally. If that is the case, I would have no idea how to implement that using Spine, Spriter, or Flash's systems.

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2014 - 10 - 24 / 9:35 pm / doodle

Doodle Post

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2014 - 10 - 23 / 4:36 am / doodle

Doodle Post

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about

About

Hi there, my name is Kyle, and I'm a 27 year old kid with adult powers. I'm making video games and living the indie game developer life in Tempe, Arizona. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

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Do you want to make a Let's Play of one of my games, or a just a video featuring footage of my games? You have my full permission to do so! Even if you are monetizing your videos, you still have my full permission to use any footage from any of my games. Go for it!

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